Need help with my map's mechanics

SaerisHawkeye

L1: Registered
Jan 17, 2008
22
0
Aight, so, I'm making a Football style map. It's a mixture of CTF and CP play styles, and I want to implement multiple win conditions in it in the end. So, I'm gonna do a quick run down of what I have working:

-Flag that spawns in the center, can be picked up by either team.
-Five control points. Two in each base, two for foward spawns, and a center one as a place marker for the flag spawn area. This center CP is not capturable.
-Four Spawn rooms, two for each team at the beginning, two initially disabled and can be captured as a forward spawn area.
-A timer system, initially set to 10 minutes, capturing either forward spawn will add 5 minutes. Time cannot add up to more than 30 minutes at once.
-Either a team must score 3 times to win, or, if time runs out, the game ends in a stalemate.

What I do not have working:
-*FIXED* (This was also simple, on the Team_Controlpoint_Master, the cap order must start with a 0, and similarly, your Cap point indexes must start with a 0, ie: a 0 1 2 3 order instead of 1 2 3 4) The CP's do not all function correctly. They can be captured, and when captured they do add time to the clock, and they can be capped again to change owners. I have a team_control_point_master entity on the map, but, only the middle CP's can be captured. Once both middle CP's are taken, the enemy base CP is unlocked, but, standing on the CP does not cap it. On top of this, the icons in the hud are messed up, where one of the icons partially overlaps another.
-The forward spawns do not work. Although I have outputs on the associated CP's to Enable onCapTeam* and to SetTeam* onCapTeam*, and the info_player_teamspawn's are associated with the CP and have inputs to SetTeam* onCapTeam*, they do not work. I've also in the past tried them StartDisabled and Enabled onCapTeam*. Also associated with the spawn rooms, the Resupply locker will not enable for the capping team, even though it's set to do so, and the Func_Door does not work for the capping team, even though i have a SetTeam* onCapTeam* input for it, and until I reomved them altogether for testing purposes, the team_respawnroom_visualizer's would not be solid when the CP was controlled by neither team, and would be solid when captured by a team, even for the capturing team.
-*FIXED* (OnEndTouchAll was set to "Color" instead of "Close". I feel dumb for not seeing this sooner!) All of the Func_Doors in the map do not close after they are opened. In game during testing, I get an error saying:

!! ERROR: bad input/output link:
!! func_door(*_Respawnroom_Door_**,Color) doesn't match type from trigger_multiple(*_Respawnroom_Door_**_Trigger)

(where * is either Red, Blue, North or South and ** denotes which door)
This I don't understand at all, because I followed the instructions here: http://developer.valvesoftware.com/wiki/TF2/Team-Specific_Doors to the word. The control points output which team has control to a Filter_Activator for each room/CP, with the two initial spawn areas set to their respective teams.

Ideally, I'd to solve the above problems in the very least so that my map is completely functional. But, I would also like to do the following:

-Carrying the flag slows the movement speed of the person carrying it.
-The number of points needed to win set to 10 instead of 3, without having to set the number on the server specifically.
-When time runs out, the team with the most points wins.
-If all 4 points are captured, the current round ends, leaving the team with the most points as the winner.
-Enter Overtime if the flag is still being carried.
-At the end of each round, the scores of each team during that round are put on the scoreboard.
-Force 4 Rounds, at the end of which, the team with the most points wins.


So, any ideas/suggestions and/or help you can provide me would be absolutely great! I want to get this play type hammered out with this map so that I can re-implement it on other map designs (this one is kinda cramped). I think it'd be a lot of fun, and it'd definitely be a change of pace from what there is now.
 
Last edited:

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
*whistle* lol. Quite the list you have there. For starters, be warned that it may not be possible to fix some of these problems, as they are simply a result of mixing gametypes, which Hammer does not like. For your cp problem, make a brand new save as a backup to screw around with. Copy and paste the working cp's into the middle, and change the names as necessary. Hard to know specifically without seeing all the settings. As for the spawns, what do you mean they don't work? Are you not spawning there or does the room not show up? Again, Hard to say without seeing it. Check out the decompiled cp_well, and see if you can't snag the changing cap/spawn from it.

For the door, I believe the error you're getting is when you set an output that the target cannot receive. Recheck your outputs and flags. Ok, for the other stuff. I'm pretty sure it's not possible to slow down the flag carrier. If you like, you can hurt the carrier. Attach a trigger_hurt to the flag, and have it activate when picked up. Dunno about setting the number of win points. Add the entity 'game_end'. You can activate it with almost any input. I think overtime is triggered automatically when either the cap is being contested or the flag is carried. No idea how you'd make a scoreboard like that :( And somewhere I know there's a way to set the number of round played, between 2-5 I think. If you like, I'd be happy to give the map a once over. You can drop me a line here; danielje42@hotmail.com Hope I helped a little.
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
From: http://tf2maps.net/showthread.php?t=488&page=2

1) You can create your own speed penalty/bonus by using a trigger_vphysics_motion entity parented to the flag that has a filter specifying the name of the flag carrier (as outlined in my other post). This will allow you to have total control over the physics of the flag carrier.

You might wanna look into that concept for slowing people down. I am considering a similar concept for my map, but be warned that people will probably not like being slowed down. And TF2 is a fast game by nature.
 

SaerisHawkeye

L1: Registered
Jan 17, 2008
22
0
From: http://tf2maps.net/showthread.php?t=488&page=2



You might wanna look into that concept for slowing people down. I am considering a similar concept for my map, but be warned that people will probably not like being slowed down. And TF2 is a fast game by nature.

having a slowing feature will work to the map's advantage. if i can get that working, there is less need for it to be cluttered and hard to navigate. that way, i can get rid of some of my props. the map is too easy to cross as it is, and a slowing effect will reinforce the coordinated push strategy. i'd rather it be like that than spawn camping while a lone scout repeatedly caps the flag.

other than that, thanks a lot for linking me that article!
 

SaerisHawkeye

L1: Registered
Jan 17, 2008
22
0
just tried to use the method you posted, and it seems the trigger_vphysics_motion entity isn't in TF2, it seems to be HL2 only. (tried both brush-based entity and regular entity)